• 1

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Sup, Reika. Good to see you're still alive. It's been years, and while I said...for years...that no new version of minecraft will drag me from 1.7.10, sadly, the performance improvements between 1.7.10 and 1.12 kind of did. I still miss a lot of 1.7.10 mods, yours especially. I'm not asking for an update. I'm no moron, and I've known you for years. That won't do anything to make it more likely. I'm just seeing what's up with you, and if you have any plans for the future of minecraft stuff.


    Personally, I'm considering writing an updated block moving mod for 1.12.2. I have the experience to make it happen. Still not sure.


    PS. I don't know if I've ever offered. If you ever want to move versions, and your reason for not doing so is the lack of trustworthy manpower, I'd gladly help you update stuff.

    Posted in: Minecraft Mods
  • 2

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    You got me motivated enough to see if 1.10 was worth caring about. The answer was no. They are just stealing more and more mods, doing them *insert profanity for not well here*, and not and solving any of problems minecraft has faced since birth. 1.7 was a great update. 1.8 had potential, but had too many technical drawbacks that made modders not want to update. In 1.9, we were hoping they would expand and improve the nice back end work that almost made 1.8 worth it. 1.9 was the biggest disappointment I've had with minecraft since I started playing and modding it 5 years ago. They added literally nothing cool and ruined everything else. 1.10...they added auto-jumping.... Like, really? You don't have the minimal skill to jump?

    Edit: All but the first "you" was the ambiguous you, not directed at anyone.

    Edit2: *was*? Everyone I know still uses 1.7.10, because there's no reason to update.

    Posted in: Minecraft Mods
  • 8

    posted a message on Additional-Buildcraft-Objects -- A plugin for Buildcraft [Updated for BC6.4 and MC1.7.10]

    For the Most Part this thread is a placeholder. Post bugs and whatnot here or on github, but Minecraft Forums emails me new posts and Github does not...just saying.

    Those that have looked at the previous thread for ABO would know that Flow86 is MIA, and that I have taken over the project. ABO finally has so little left of Flow86's code that I can call the technical side of this mod mine at least, even though the mod is still his. So try to contact him about code he didn't write, and wait...for a long time, or post here to the person who still puts in the effort so you can complain about a very stable mod you managed to mess up.

    Please note: I have a full time job. As in I work at least 40 hours a week, and become a remarkably unpleasant person without 8 hours of sleep. If I fix whatever you're complaining about right away, you sir or madam are very lucky, because don't expect it.

    Finally here's the stuff you people actually care about:


    Please note that are currently 2 versions on github. One is for BC7.0 and the other is for BC7.1.

    GitHub:

    https://github.com/da3dsoul/Additional-Buildcraft-Objects



    Downloads:

    Current Release: 4.0.6

    https://github.com/da3dsoul/Additional-Buildcraft-Objects/releases



    Straight from my readme.md on GitHub:

    "

    License

    This is originally by Flow86, but I have at this point rewritten the entire mod.

    My license is: unless you are Flow86, don't say it is yours. Other than that, I don't care. If I see it, I'd like to at least see a shoutout in at least 4pt font. If you download it, make sure you trust the source. If you post an error, the first response if given at all will be to first re-download from me.

    "

    The downloads for this mod will be kept (mostly) up to date on GitHub's release section because I have a grudge against MediaFire for past issues when their TOS changed often several years ago....

    The source will always be the most up to date version. Learn to click the build.bat file I spent 15 seconds making for you people.

    Now for some quoting of partially updated and still mostly deprecated readme.



    For recipes: I made some pictures, but minecraft forums broke the links and I can't get them to work. It's best to use NEI. (They are also mostly the same if you've used the mod before)



    Items

    Acclerators

    • Place the blocks as the vertices/corners of a rectangular prism. If placed correctly, they will connect with lasers. They cost 1 rf per object updated, whether it is a block, entity, or tile entity, and regardless of whether it actually did anything. For example, a furnace will waste power when idle.

    Windmills

      Recipe:




      Placement rules: Must be placed on 2 fence posts (or nether fence). Must not have any opaque blocks within 2 blocks at its height or 1 below. Can NOT push energy to the east (over the blades, they don't rotate).


    Windmill energy rules are grouped into two sections: Plains and Hills.

    Windmills gain two types of boosts: Biome and Height.

    Plains Rules: If a windmill is placed in a biome with low height variation (flat), it will follow the Plains rule set.

    **Bonuses:

      Biome: Windmills gain a bonus for simply being placed in the plains section, the amount of bonus depends on the biome. Flatter is better.


      Height: Windmills placed as close as possible to sea level will provide the maximum height boost. Sea level assumed 64 -> + 2 for fence posts -> the windmill block should be at 66.


    Hills Rules:

      Biome: Windmills gain no bonus from biome placement in hills, but can make up for it and still achieve maximum output with Height.


      Height: The higher a windmill is placed in hills, the greater the bonus, capping at a height of 124 meters.


    All windmills gain an extra a boost in the rain.

    The maximum output for windmills is 13.75 RF/t without rain and 15 RF/t with rain.

    Waterwheels


    Waterwheels are far cheaper than windmills. They are also much bigger and need more setup.

    Recipe:
    XAX
    ABA
    XAX
    X = Stick
    A = Stone (smooth)
    B = Iron Gear

    Waterwheels produce less energy than windmills, but some may find them to still be OP. Config.



    In case you absolutely can't figure out how to place them (seriously, they're easier than windmills).

    As for how to set one up...
    http://en.wikipedia.org/wiki/Water_wheel

    Ender Storage

    Simply an Ender Chest for Buildcraft. Adding an insertion pipe to an ender chest allows putting items in. Right-clicking on the insertion pipe when connected opens the bc Ender Chest for easy of use and debugging purposes, for that "where'd all my items go?" moment.

        Insertion: The Insertion Pipe will choose to add items to the ender chest before anything else. If you don't like that, don't put an ender chest next to an insertion pipe. It is the only pipe that will connect to them now.


        Ender Extraction Pipe


          Recipe:

          *The Pipe is an Extraction Pipe

    • Usage: Stole/borrowed the gui from the emerald pipe in buildcraft, along with all the logic and everything but the item extraction, which only pulls from the ender storage. I doubt BC will sue me, and they can have it. I just wanted a way to transport items 6000 blocks without making all that pipe and then keeping it loaded. Yes, this works across dimensions.

    Power it with an engine, it'll extract just like an emerald but connects to an ender chest.

    Pipes

    Division Pipe

    Splits stacks into a specified size 1-8, incremented with a wrench. If the stack has a remainder, the moving item will be reversed.

    Round Robin Transport Pipe

    will change output per item(stack)

      Recipe:




    Insertion Transport Pipe

    Insertion Pipes given the choice between putting a item in the pipe in to an inventory (A chest or a furnace) and passing it along to another pipe, the Insertion Pipe will always try to add the item to the inventory.

    This pipe is very useful for feedback loops as it forces the item to go in to the last machine if it can.

      Recipe:




    Fluid Insertion Pipe

    Same as insertion pipe but for fluids. With the way the fluid system is set up in Buildcraft, the fluids will distribute equally to all attached tank blocks.

      Recipe:




    Extraction Transport Pipe

    Extraction Pipe is the opposite of the Insertion Pipe. If the pipe can choose between an inventory and another pipe the pipe will always go with the next pipe. Also this pipe behaves the same as a wood pipe where it will pull items out of an inventory if the pipe has an active redstone engine applied to it.

    This pipe is useful for tight spaces where you do not want a pipe to accidentally fill a chest or machine.

      Recipe:




    Crossover Transport Pipe

    This pipe will direct material entering it to the pipe (or something accepting material, like chests) directly across from it. If no such pipe exists, a random direction is chosen.

      Recipe:




    Compactor Transport Pipe

    Combines items(tacks) to larger itemstacks (currently to itemstacks >= 16 items)
    can be toggled/switched by ABO-Actions and Redstone

      Recipe:




    Valve Pipe

    acts like a (golden) wooden pipe (without need of wooden engine)
    can be toggled/switched by ABO-Actions and Redstone

    can empty a full tank with enough (=full) pressure for two golden pipes in seconds!

    Pressure behavior: Will empty down to half of tank valve pipe is connected to or entire tank if placed on bottom tank.

    Config option to disable pressure behavior.

      Recipe:




    Golden Iron Fluid Pipe

    acts like a iron pipe with speed of a golden pipe

      Recipe:




    Balancing Fluid Pipe

    balances liquid of connected tanks

    Thanks to Oxygene13 for his idea.

      Recipe:




    Kinesis Switch Pipe

    acts as lever for power pipes
    can be toggled/switched by ABO-Actions and Redstone

      Recipe:




    Diode Kinesis Pipe

    acts as a diode/iron pipe for kinesis pipes

      Recipe:




    Actions

    Switch On Pipe

    activates the pipe as long as the action is active (On/Off via Signal)
    a pipe toggled "on" will be set to off if switch-on is deactivated

    Toggle On Pipe

    activates the pipe and keeps it activated until a ToggleOff/SwitchOn occurs (On via Signal)

    Toggle Off Pipe

    deactivates the pipe (Off via Signal)

    Posted in: Minecraft Mods
  • 1

    posted a message on Additional-Buildcraft-Objects -- A plugin for Buildcraft [Updated for BC6.4 and MC1.7.10]

    Haha, true. *cough*Reika*cough* There's a reason he's so mean at times.

    Posted in: Minecraft Mods
  • 1

    posted a message on Additional-Buildcraft-Objects -- A plugin for Buildcraft [Updated for BC6.4 and MC1.7.10]

    I always wonder if people actually read the stuff I post. I admit I do at times (all of them) treat these things like twitter, except I don't like twitter, except RWTema's twitter. I hope those that do get good chuckle at least.

    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)

    People asking for new features, vswe hasn't posted here in years. Read back a page or two, something you should always do before posting, and if you are deemed worthy by the dark lord Sithis, you may find a solution.

    Posted in: Minecraft Mods
  • 1

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod
    Enable it in the config, and are you testing in creative mode? Drives placed in creative mode require no power. I always play in hard mode with high scalers, so I'll tell you if it works for me in a sec.
    EDIT: Works just fine for me. Here's my config.
    # Configuration file
    Carriage {
    # Carriages refuse to move bedrock (DANGEROUS IF FALSE)
    B:BlacklistBedrock=true # Maximum size of any carriage (0 = no limit)
    I:CarriageMaxSize=0 # Maximum blocks carried by a memory carriage
    I:MemoryCarriageMaxSize=10000 # Maximum blocks carried by platform carriage
    I:PlatformCarriageMaxSize=5000 # Carriages refuse to move blocks that pistons cannot move
    B:RespectPistonBlacklist=false # Maximum blocks carried by a support carriage
    I:SupportCarriageMaxSize=10000 # Maximum blocks carried by a template carriage
    I:TemplateCarriageMaxSize=100000
    S:blacklistHard=
    S:blacklistSoft=
    S:rotationBlacklist=
    } "Carriage Drive" {
    # Cooldown (in ticks) between motions in continuous mode
    I:ContinuousModeCooldown=5
    } "Carriage motion" {
    # Carriage motion/teleportation is obstructed by liquids
    B:LiquidsBlockMovement=false # Duration of motion in ticks
    I:MotionDurationInTicks=60 # Should grab all other miscellaneous entities during motion
    B:MoveAllOtherEntities=true # Should grab floating items during motion
    B:MoveItemEnities=true # Should grab non-player living entities during motion
    B:MoveNonPlayerLiving=true # Should grab players during motion
    B:MovePlayers=true # Carriage motion is obstructed by fragile blocks like tall grass
    B:SoftTilesBlockMovement=false # Which Sounds to use. 0 is Default, 1-3 are sounds DA3DSOUL made, 10 is silence
    I:"Sound File Index"=3 # [range: 0.0 ~ 9001.0, default: 1.2]
    S:"Sound Volume"=1.2 # Animation of motion should stop during severe lag
    B:StopAnimationDuringLag=false # Duration of translocation in ticks
    I:TeleportDurationInTicks=160 # Should translocate grabbed entities
    B:TeleportEntities=true
    } Cosmetics {
    # Show descriptions of purposes/uses of blocks/items in tooltips
    B:ExtendedTooltips=true # Use the fallback renderer (try this if Minecraft closes instantly when moving carriages)
    B:FailsafeRendering=false # Limit on size of carriage to transmit, or -1 for no limit. Decrease if clients get errors like: Unexpected end of ZLIB input stream
    I:PacketMaxSize=-1
    } Debugging {
    # Write carriage-motion errors to client/server log
    B:LogExceptions=true # Mute carriage-motion errors completely
    B:MuteAllMotionErrors=false # Log everything (will fill up your console/logs)
    B:VerboseLogging=true
    } "Dirty Hacks" {
    # Things like grass that have colorizers do 'interesting' things when used as camouflage. Who likes funny color glitches?
    B:EnableExperimentalColor=true # Allow rotator carriage
    B:EnableRotationCarriage=true # Attempt to hyper-reinitialize Buildcraft pipes after motion
    B:ForceBCPipeUpdate=true
    } Hardmode {
    # Use RF to power carriages in addition to redstone
    B:EnableHardmode=true # Power consumption factor
    D:EnergyUseScalar=10.0 # Power capacity of carriages
    I:MaxEnergyStored=100000000 # The distance a translocator moves affects the amount of energy required (very expensive)
    B:distanceAffectsEnergy=true # Peak distance energy multiplier
    D:maxDistanceMultiplier=15.0 # Additional multiplier for teleporting to another dimension (it stacks with distance)
    D:otherDimensionMultiplier=4.0 # Distance in blocks where peak multiplier is met
    I:peakDistance=4000
    }
    Posted in: Minecraft Mods
  • 1

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    Thanks, didn't catch that.


    EDIT: Should be fixed. I didn't test it though, as I am watching No Game No Life with my brother.


    EDIT2: it is fixed.

    Posted in: Minecraft Mods
  • 1

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    Yeah, place down the template carriages to add, then shift right click the anchor block with a screwdriver until it is all added.

    Posted in: Minecraft Mods
  • 1

    posted a message on Remain in Motion - Continuation of Redstone in Motion, the frame mod

    Firstly, that code is to fix platform carriages not ending when reaching an opposite facing platform carriage. Secondly, that is done in a loop, so it is not changed until it reaches a reverse facing platform carriage. Somewhere in a previous commit by PlanetGuy is where the anchored mode bug is fixed.


    EDIT: this is the commit you want. https://github.com/planetguy32/RemainInMotion/commit/7ad0bed0c286c8a5083478858006ae24e918214d

    Posted in: Minecraft Mods
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